Patch v0.8.3

Patch v0.8.3 adds an Upgrades panel for your hero’s, along with some small UI changes and a larger performance improvement to the Storefront. [b]User Interface[/b] [*]Rearrange the layers for the Customer Sales panel so you may not continue to interact with customers while all panels are open. [*]Removed the PWR display from the in-world UI for Dungeons. [i][b]Developer Note:[/b] We were initially fans of the recommended power system for dungeons, but with the different difficulties coming into play now, along with the many different group compositions and strategies that can be used, it is now quite misleading as having recommended power in the game can give a false sense of security in situations where a particular strategy, even well exceeding the recommended power, could still end up in your death and at the same time, you could be well below the recommended power and succeed. Removing recommended power and adding more information to the dungeon itself puts it more in your hands as far as when you want to enter the dungeon, and what you want to enter it with. We will continue adding more to ensure you are able to fully prepare yourself with all the information you need before entering a dungeon.[/i] [b]Functionality[/b] [*]Added a new ‘Upgrades’ panel to the hero inventories, accessible by clicking the star icon next to the Upper slot for heroes. The Upgrades panel will help you find and equip upgrades for the currently selected hero quickly. [i][b]Developer Note:[/b] As of right now, the Upgrades panel will show the best [b]possible[/b] upgrades available to your currently selected hero based on their level. It will scan all gear you have, all gear that drops from dungeons, and all gear you can craft and assume the best possible rolls for the hero spec.[/i] [*]Added a ‘Refresh’ button to the Suggested Sales section in your Storefront. [b]Bugs[/b] [*]Rewrote some of the code with how the Storefront was functioning which was causing severe frame-skips for customer sales. [i][b]Developer Note:[/b] This is one of many performance issues we have recently discovered, and we plan to continue pushing out performance issues as we resolve them. Some are going to be quicker than others, and those will be pushed as soon as they are ready, while some are centered heavily around the UI and how it functions, so they will be fixed while we are implementing the new UI. We expect performance to be greatly increased following the final implementation of UI.[/i][/*]